As I said, I can survive with that issue... players (if someone will play my campaign) will have to correctly face units during deploy

If I can use your patience again, I've got two question. 1) Is there a way to add "new weapons" or to change some of them?I will like to add musketeers to my campaign, but "pistols" have too low range to simulate imperial musketeers.2) Is there a way to REMOVE money from the army. I tried "AddCash -4000" to remove those 4000 golds the army starts with but it doesn't work

Shame the AddCash -4000 didn't work, maybe try RemoveCash 4000 even though it's not listed. Perhaps you could automatically recruit an expensive unit and then remove him.

That sounds an interesting solutionI tried to add 4000 to unit cost for treeman and then add it to the army with AddUnit 28. The treeman was correctly added to the army but the cash didn't go down and stay at 4000Do I miss something?

By the way, I'm taking a census of all "play_self" matters. By now I wrote down from "play_self 1" and "play_self 50". Hope to finish it this evening and post it, so that you can add them to the wiki if you think it's useful. I'm primary doing it to better undestand all event ids

I think I found them all... at least the game started to crash at every "play_self" with argument bigger than 189, until 197... then I stopped to tryThese are all the play_self value I found.It would be nice to have a good way to know the audio file corresponding to each phrase, but I should have to decode all of them and ear every single file... and I really do not want to By the way, from 91 to 169, they're all tutorial message... 78 messages, that are EXACTLY the audio files that start with "T_KZ" (from "T_KZ001.mad" to "T_KZ073" with some message with more than one version like "T_KZ040A.mad" and "T_KZ040B.MAD"). They're in the right order, thus we can use these file in our CTL and thus we have 78 free message to add to our campaigns Here are the values (add them to the wiki if you think it's usefull or you can send me the user and password to update it and I'll create a page with all this values). My English didn't allow me to understand every single pharse and I put three question marks in the place I didn't undestand

Is there a way to change the recruit cost for unit members?I tryed to value the "Unit Cost" in "PLYR_ALL.ARM" and in "B101MRC.ARM" but the recruit cost stay at the standard value (for example 50gc for Grudgebringer Infantry)

Trying to figure out how to lessen the starting gold, I decided to include only 1 member to all starting units, thus the player will be forced to spend all coins for initial replenishIn this issue, I had to discover the right price for each unit and finally I come out with the right formula. You probablyl already discovered this, but I didn't find the proper topic and didn't want to bother you with thisHere is my discover

1) Each unit type has a basic “Multiplier” that we will call “M”Infantry: M = 1Ranged Unit: M = 1,5Cavalry Unit: M = 2,5Didn't worked other units types, but i should not be too difficult

2) Each armor value add cost to the unit with this forumula. Only the "base armor" enter in the formula, thus if you buy an upgrade to the unit, the value stay unchanged at the Win32edit "Base armor" valueAV(0) = 0AV(n) = AV(n-1) + n*10Thus we have these resultsAV(0) = 0AV(1) = 10AV(2) = 30AV(3) = 60AV(4) = 100AV(5) = 150

3) In Wh32Edit we can change the “Point Value”It's a bit tricky, because it seems that in the unit cost calculation, this value is set to the closer value between 0, 10, 20 or 30. Thus, if you put 22, it will be 20, if you put 8, it will be 10We call this PV

CTL EVENTSBy now I'm good confident about these6 Charge button clicked (one way to charge, not the only one)9 Target selected (spell or fire)16 Regroup25 Regroup after pursuing61 Hit by ranged fire or spell73 Spell cast71 Seems to be enemy in range or approaching. Fire multiple times until the unit start to fire or is engaged52 Unit suffered loss from range (do not fire always, probably when the loss are of some minimum value)79 Hit by spell (Spells fire both this event and event 61)58 Enemy approaching/charghing65 Target lost/Enemy lost (ranged/melee)64 Charged

It's very difficult to follow the path of those damn absurd function calling eachother on and back... I will like to meet these "great" programmers and ask them WHY LIKE THIS?

By the way

Event 3Goblin archer event 3 change the return function to 110, where there are some "play_self 23" ("target recived"), conditioned to some unknown tests (probably somethig that always fail, like testing it's a player unit, because goblin never say "Target recived" with human voice). Does it means event 3 is "target recived" like event?

Event 4Goblin infantry event 4 send back to 139 with some test that can send to 129 where it "play_self 2" (charge!) after a test (probably verify that it's a player and not an enemy)I think event 4 can be the start of a charge obtained not clicking the charge button (that is event 6) but clicking on opponent banner or by a "search_and_attack_enemy"

Event 69Goblin archers event 69 has the chance to send back to 111 that send to 115 where there are some "play_self 10" (Open Fire). 69 is probably the start firing event for archers

I think I've to give up on this... I cannot do more than this... too many nested and conditioned calls (undocumented/untranslated conditions istructions)...